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钢铁雄心2怎么写事件

发布时间:2021-01-17 11:01:47

㈠ 我玩钢铁雄心2现代战争的mod,那个事件是怎么写啊

进入游戏 直接按F12

㈡ 求高人写一个钢铁雄心2事件,德国的!

事件吧,我也不会编写,但是我告诉你一个方法
1.生产20个步兵师,20机械化专步兵,12个坦克师(前提是有科属技,这个event代码会吧)
2.生产之后,有特殊名称,比如第一步兵师(没用你这个版本,只是举例而已)
3.存档
4.找到存档的文件,如 德国1936年1-1.eug用写字板打开
5.用编辑-查找功能找到第一步兵师,有一行id = 数字
6.在德国已经拥有的部队里找到步兵师、机械化步兵、坦克师,复制出你需要的师的数目,然后把id= 数字,全部改成生产的20个步兵师,20机械化步兵,12个坦克师,复制到已经拥有的部队下面
然后保存,再一打开,妥
不懂欢迎追问呀
如果你看不明白,把存档发给我我帮你弄,[email protected]

㈢ 钢铁雄心2事件

要自己写的话,很多。举个例子
event = {
id = 99999
random = no
country = CHC
date = { day = 1 month = october year = 1937 }
offset = 15
deathdate = { day = 30 month = september year = 1938 }
name = "dddd"
desc = "ddddd "
style = 0
action_a = {
name = "ffff "
command = { type = speed which = infantry value = 1 }
//步兵最大移动速度+1,which对应兵种,value对应增加的最大速度,负值为减速
command = { type = morale which = infantry value = 20 }
//步兵士气+20
command = { type = task_efficiency which = attack value = 0.01 }
//所有部队进攻效率+0.01
command = { type = task_efficiency which = support_attack value = 0.05 }
//所有部队协同进攻效率+0.05

command = { type = encirclement value = 1 } //战术包围几率+1
command = { type = ambush value = 1 } //战术伏击几率+1
command = { type = delay value = 1 } //战术阻击几率+1
command = { type = tactical_withdrawal value = 1 }
//战术撤退几率+1
command = { type = counterattack value = 1 }//战术反击几率+1
command = { type = assault value = 1 } //战术强攻几率+1
command = { type = breakthrough value = 1 }//战术突破几率+1

command = { type = night_attack which = infantry value = 8 }
//步兵夜间进攻效率+8
}
}
增加部队战斗属性的命令很多的,几乎所有你能看到的数值都可以通过写跟上述命令类似的方法改变,在这里都写完是不可能的。光是部队的作战属性就有几十个,再和部队种类相乘,这个数字估计我把这一万字回答都敲完都不够。只能找几个用得比较多的写给你了。

㈣ 钢铁雄心2历史的瞬间如何编写事件

type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] 在某省份造设施,-1是随机省份,-4是已有该设施的随机省份,value =是造几个 (building type:版ic工厂、infrastructure基础设施、flak防空、权land_fort陆地要塞、coastal_fort海岸要塞、air_base空军基地、naval_base海军基地、radar_station雷达站、rocket_test火箭测试场、nuclear_reactor核反应堆)但想不出来咋执行命令啊,除非你占领完省份立马复制出一份该省份的事件代码,然后F12,EVENT 运行下,如果靠电脑自己通过地盘归属进行判断,不说你电脑累死,你自己先得写死

㈤ 钢铁雄心2现代战争怎么改事件和剧本

现代战争\db\event文件夹里是事件文件,\scenarios\mds里是剧本文件

㈥ 求教钢铁雄心2 DA1.3中的事件编写

event = {
id = 99999999
random = no
country = CHC
trigger = {
energy = 20000
}

name = "迁都!来 "
desc = "迁都!"
style = 0
action_a = {
name = "太好了!" # Excellent!源
command = { type = capital which = 1205 }
}
action_b = {
name = "没必要!"
command = { type = dissent value = -1 }
}
}
放进db\events中的hoi2文件里.
新建国家难度大还容易出BUG.你可以直接改国旗和科技组.
要不去下个苏维埃的理想MOD或者啤酒罐MOD就全有了

㈦ 钢铁雄心2编写事件

#########################################################################
# Proce Cheat
#########################################################################
event = {
id = 995995
random = no
trigger = { ai = no }
name = "生产作弊开启"
desc = "我很不爽想虐电脑"

style = 0
action_a = {
name = "这麼做太棒了"
command = { type = building_prod_mod which = ic value = 100000 }
command = { type = building_prod_mod which = coastal_fort value = 100000 }
command = { type = building_prod_mod which = land_fort value = 100000 }
command = { type = building_prod_mod which = flak value = 100000 }
command = { type = building_prod_mod which = infrastructure value = 100000 }
command = { type = building_prod_mod which = air_base value = 100000 }
command = { type = building_prod_mod which = naval_base value = 100000 }
command = { type = building_prod_mod which = radar_station value = 100000 }
command = { type = building_prod_mod which = nuclear_reactor value = 100000 }
command = { type = building_prod_mod which = rocket_test value = 100000 }
command = { type = convoy_prod_mod which = escorts value = 100000 }
command = { type = convoy_prod_mod which = transports value = 100000 }
command = { type = build_time which = land value = -1000 }
command = { type = build_time which = air value = -1000 }
command = { type = build_time which = naval value = -1000 }
command = { type = build_time which = artillery value = -1000 }
command = { type = build_time which = anti_tank value = -1000 }
command = { type = build_time which = anti_air value = -1000 }
command = { type = build_time which = rocket_artillery value = -1000 }
command = { type = build_time which = sp_artillery value = -1000 }
command = { type = build_time which = sp_rct_artillery value = -1000 }
command = { type = build_time which = tank_destroyer value = -1000 }
command = { type = build_time which = light_armor_brigade value = -1000 }
command = { type = build_time which = heavy_armor value = -1000 }
command = { type = build_time which = super_heavy_armor value = -1000 }
command = { type = build_time which = armored_car value = -1000 }
command = { type = build_time which = engineer value = -1000 }
command = { type = build_time which = police value = -1000 }
command = { type = build_time which = cag value = -1000 }
}
action_b = {
name = "我不想作弊"
command = { }
}
}

㈧ 钢铁雄心2如何用事件一次加入资源

这个问题很普遍 是你新加事件的id与已有的重复,或者超出范围

你用专1999试试,一般都没用过

这样写属

event = {
id = 1999
random = no

一天缺口8000多,你果然是传说中的种田狂人啊

㈨ 钢铁雄心2德国按历史怎么玩 或怎么触发与他国宣战事件

原版到1939年8月30日会有事件向波兰索要但泽,如果波兰拒绝,会事件触发德国对包括波兰内、英国、法国等容同盟国的宣战。1940年3、4月会触发德国宣战丹麦、挪威。低地三国要自己手动宣。
维系法国后,意大利会拉入轴心,匈牙利友好度上去后也可以拉进来。罗马尼亚在发生割地给苏联、政治剧变后,也可以拉入轴心
南斯拉夫如果拉进来后会触发南斯拉夫退出的事件,你灭了他后意大利会宣战希腊。
苏联的巴巴罗莎要自己选战。
日本会在1941年后宣战美、英、荷。美国的干涉拉到一定程度后,会宣战好战度高的国家,主要是德国,但也见到他宣苏联的。
建议先按历史路线走一遍,然后再心中有数的认真玩,会心里有底好多

㈩ 钢铁雄心2求事件

个人经验,这个事件是写不出来的,这个条件无法实现的。
事件都是写好的文本,没有什么地方可以保存上次事件发生后的参数的。

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